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Control Priest Deck Building Guide

For anyone who likes to play Priest in Hearthstone, I will give you a control Priest deck building guide. Hope it is useful for you.

Strategy Overview:

This deck is able to control for 1-3 rounds perfectly, beginning to blow up since the 4th round and finally beat down your opponent.

Deck composition:

1 mana cost:

Holy Smite *2 (Deal 2 demage)

Power Word: Shield*2 (Give a minion +3 health)

Worgen Infiltrator*2 (Stealth)

The Holy Smite is a standard card which costs 1 mana and 2 damages. The card is only appropriate for destroying your opponent’s high threat targets, such as Pint-sized Summoner or Captain's Parrot as well as all kinds of minions with Taunt.

Power Word: Shield is a common card in this deck and can be replaced by other cards. Similar to Holy Smite, use this card to your high value targets as it can give a minion +3 health.

Worgen Infiltrator is a necessary card. After infiltrated, the worgen can't be your opponent's target. But worgen only has 1 health so it will be destroyed when attacking others. Therefore, don't use the card as a minion but as a spell card which will be effective in the next round.

The reason for having a Knife Juggler card is to ensure you have enough 2 mana cost cards. This card has good removal effect. It can protect you from being hurt and meanwhile it can deal 1 damage to a random enemy.

The effect of Mana Addict is not so good when there are not enough spell cards in the deck, because it can only be devastating after you cast a spell. If you are going to cast the card in the second round, then you must ensure it is still live in the next two rounds and meanwhile you have enough spell cards to cast in the fourth round. At the same time, you can use Power Word: Shield to buff this card to become a little monster that has 6 health and 4 damage (only available for 1 round).

Shadow Word: Pain is similar to Holy Smite but it has better effect. Don't use the card untimely. The correct target is some card like Mogu'shan Warden (1/7).

3 mana cost:

King Mukla*1 (Battlecry: Give your opponent two Bananas)

Mind Control Tech*2 (Battlecry: Swap this with a random enemy minion.)

Shattered Sun Cleric*1 (Battlecry: Give a friendly minion +1/+1)

Wolfrider*2 (Charge)

King Mukla (5/5) is a legendary card. Its battlecry skill can give your opponent 2 bananas.

Mind Control Tech is very suitable for this deck but you need to wait for your opponent's strong minion in patience. Exchange Pint-sized Summoner or Sorcerer's Apprentice can enhance your attack ability. But Mind Control Tech is weak at controlling cards like Violet Teacher and of course, it is hard to say as it depends on your luck when fighting.

The use of Shattered Sun Cleric is artful. It can not only buff Worgen Infiltrator but also can protect Tauren Warrior (2/3) from fatal damage in the third round.

Wolfrider can create 3 damage in this round and when using with Knife Juggler, it can cause 4 damage, beating down your opponent's main minion. Meanwhile, using Power Word: Shield can also prolong Wolfrider's life.

Dark Command*2 (Gain control of an enemy minion with 3 or less Attack until end of turn)

Mindgames*2 (Put a copy of a random minion from your opponent's deck into the battlefield)

Mind Vision*2

This set of cards is to continue the control of the first 3 rounds.

Auchenai Soulpriest can bring great damage to your opponent if cooperated well. It can use its hero ability and heal spell to strike down opponent's minions. This card has extremely great control power over the deck that relies on the minions.

Dark Command can control a minion whose attack is less than or equal to 3. Using it to control one minion and attack another, so your opponent's two minions would be perished together in a flash. If it is in the later period, then control minions that have low attack but high defense, such as Mogu'shan Warden.

Mindgames has a great randomness. You may draw a card that is completely unable to match your strategy so that you will waste 4 mana. The rate you get the minion that needs less than 4 mana is much higher than you get a minion who needs more than 4 mana. Therefore, it is generally used when you completely control the game.

Mind Vision can create an advantage in the number of the cards you hold in hand. Its effect is similar to Mindgames, which can put a copy of a random card from your opponent's hand into your hand. What's the difference is that you need to cast the stolen card so as to effect. The biggest charm of this card is that there is a possibility you draw your opponent's ultimate card, such as Lord Jaraxxus and Deathwing.

6 mana cost:

The Black Knight*1 (Battlecry: Destroy a minion with Taunt)

This card is to remove the taunt effect your opponent's minions have, reducing the pressure when in the later period and steer by the minions that have strong defense ability, such as Tirion Fordring and Sunwalker.

Both of the two cards are powerful when fighting goes on later stage. Illidan Stormrage can be used to replace Shadow Word: Pain and Dark Command, meanwhile breaking your opponent's combo.

8 mana cost:

Mind Control*2 (Take control of an enemy minion)

Using this card to directly control a random enemy minion. The minions you control can not only be powerful ones, like Al'Akir the Windlord (Windfury, Charge, Divine Shield,Taunt)or Ragnaros the Firelord (Can't attack. At the end of your turn, deal 8 damage to a random enemy) but also the minions like Dire Wolf Alpha (adjacent minions have +1 attck).